Java Code Examples for com.jogamp.opengl.GL4#glUniform1i()
The following examples show how to use
com.jogamp.opengl.GL4#glUniform1i() .
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Example 1
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 6 votes |
private void renderFramebuffer(GL4 gl4) { gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl4.glUseProgram(programName[Program.RENDER]); gl4.glUniform1i(uniformShadow, 0); gl4.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER], Semantic.Uniform.TRANSFORM0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.SHADOWMAP)); gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl4.glDisable(GL_DEPTH_TEST); checkError(gl4, "renderFramebuffer"); }
Example 2
Source File: Gl_420_sampler_gather.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformDiffuse, 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 3
Source File: Gl_400_fbo_multisample.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); // Pass 1, render the scene in a multisampled framebuffer gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4 / 2.0f); float[] min = {0}; gl4.glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, min, 0); //glEnable(GL_SAMPLE_MASK); //glSampleMaski(0, 0xFF); renderFBO(gl4, framebufferName.get(Framebuffer.RENDER)); gl4.glDisable(GL_MULTISAMPLE); // Resolved multisampling gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl4.glBlitFramebuffer( 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Pass 2, render the colorbuffer from the multisampled framebuffer gl4.glViewport(0, 0, windowSize.x, windowSize.y); renderFB(gl4, textureName.get(Texture.COLOR)); return true; }
Example 4
Source File: Gl_400_program_subroutine.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformRGB8, 0); gl4.glUniform1i(uniformDXT1, 1); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glUniform1f(uniformDisplacement, 1.1f); subroutineId.position(Subroutine.DXT1); gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); gl4.glUniform1f(uniformDisplacement, -1.1f); subroutineId.position(Subroutine.DXT1); gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 5
Source File: Gl_400_fbo_rtt_texture_array.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE); // Pass 1 gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 3, clearColor.put(0, 1).put(1, 1).put(2, 0).put(3, 1)); // Pass 2 gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); for (int i = 0; i < Texture.MAX; ++i) { gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w); gl4.glUniform1i(uniformLayer, i); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 6
Source File: Gl_400_texture_buffer_rgb.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformDisplacement, 0); gl4.glUniform1i(uniformDiffuse, 1); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0); return true; }
Example 7
Source File: Gl_400_sampler_array_nv.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformDiffuseRGB, 0); gl4.glUniform1i(uniformDiffuseBGR, 1); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.BGR)); gl4.glBindSampler(1, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 8
Source File: Gl_410_glsl_block.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 9
Source File: Gl_400_texture_derivative.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE); // Update of the uniform buffer { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange( GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0,1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl4.glUseProgram(programName[Program.TEXTURE]); gl4.glUniform1i(uniformDiffuse[Program.TEXTURE], 0); gl4.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glEnable(GL_SCISSOR_TEST); { gl4.glScissor(0, 0, framebufferSize.x / 2, framebufferSize.y); gl4.glUniform1i(uniformUseGrad, 1); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); gl4.glScissor(framebufferSize.x / 2, 0, framebufferSize.x / 2, framebufferSize.y); gl4.glUniform1i(uniformUseGrad, 0); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } gl4.glDisable(GL_SCISSOR_TEST); gl4.glDisable(GL_DEPTH_TEST); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glUseProgram(programName[Program.SPLASH]); gl4.glUniform1i(uniformDiffuse[Program.SPLASH], 0); gl4.glUniform1f(uniformFramebufferSize, FRAMEBUFFER_SIZE); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 10
Source File: Gl_400_blend_rtt.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Pass 1: Compute the MVP (Model View Projection matrix) Mat4 projection = glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); Mat4 viewTranslate = new Mat4(1.0f).translate(new Vec3(0.0f, 0.0f, 0.0f)); Mat4 view = viewTranslate; Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glUseProgram(programName[Program.COLORBUFFERS]); gl4.glUniformMatrix4fv(uniformMvpMultiple, 1, false, mvp.toFa_(), 0); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); // Pass 2 gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, .5f).put(1, .5f).put(2, .5f).put(3, .5f)); gl4.glUseProgram(programName[Program.BLIT]); gl4.glUniform1i(uniformDiffuseSingle, 0); { projection.ortho(-1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f); view.identity(); model.identity(); mvp = projection.mul(view).mul(model); gl4.glUniformMatrix4fv(uniformMvpSingle, 1, false, mvp.toFa_(), 0); } for (int i = 0; i < Texture.MAX; ++i) { gl4.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } return true; }
Example 11
Source File: Gl_400_fbo_layered.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f); Mat4 view = new Mat4(1.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); // Pass 1 { gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewport(0, 0, windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE); gl4.glUseProgram(programName[Program.LAYERING]); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glBindVertexArray(vertexArrayName.get(Program.LAYERING)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } // Pass 2 { gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glUseProgram(programName[Program.IMAGE_2D]); gl4.glUniform1i(uniformDiffuse, 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureColorbufferName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(Program.IMAGE_2D)); for (int i = 0; i < 4; ++i) { gl4.glUniform1i(uniformLayer, i); gl4.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } } return true; }
Example 12
Source File: Gl_400_sampler_fetch.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); gl4.glUseProgram(programName); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0); gl4.glUseProgram(0); } return validated & checkError(gl4, "initProgram"); }
Example 13
Source File: Gl_400_fbo_rtt.java From jogl-samples with MIT License | 3 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_FACTOR, windowSize.y / FRAMEBUFFER_FACTOR); gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y); // Pass 1 gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); int[] drawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; gl4.glDrawBuffers(3, drawBuffers, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1)); // Pass 2 gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glBindVertexArray(vertexArrayName.get(0)); for (int i = 0; i < Texture.MAX; ++i) { gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glUseProgram(0); return true; }
Example 14
Source File: Gl_400_texture_cube.java From jogl-samples with MIT License | 3 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { gl4.glUseProgram(programName); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0); gl4.glUseProgram(0); gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); } return validated & checkError(gl4, "initProgram"); }
Example 15
Source File: Gl_400_sampler_array.java From jogl-samples with MIT License | 2 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; // Create program if (validated) { ShaderProgram shaderProgram = new ShaderProgram(); ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true); ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true); shaderProgram.init(gl4); shaderProgram.add(vertexShaderCode); shaderProgram.add(fragmentShaderCode); programName = shaderProgram.program(); shaderProgram.link(gl4, System.out); } // Get variables locations if (validated) { gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"), Semantic.Uniform.TRANSFORM0); uniformDiffuseIndex = gl4.glGetUniformLocation(programName, "diffuseIndex"); gl4.glUseProgram(programName); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[0]"), 0); gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[1]"), 1); gl4.glUseProgram(0); } return validated & checkError(gl4, "initProgram"); }